Wednesday, June 24, 2020
Life is Strange: Before the Storm (Xbox One, 2017)
Developed by Deck Nine Games
Published by Square Enix
Released for Xbox One (8/21/2017)
Also on Android/Linux/Mac/PC/PS4
Life is Strange: Before the Storm is a prequel to Life is Strange (2016) and was handled by a different studio called Deck Nine Games. Before the Storm consists of three main episodes, with a fourth bonus episode that's included in the deluxe edition but can also be purchased as DLC. The 1st episode was released in late August 2017 and the final bonus episode hit the store in early March 2018, so it took roughly 7 months for all of the content to release. All of the achievements and gamerscore can be unlocked through the initial three chapters, so the bonus chapter feels like a bit of an afterthought and unessential, though if you're a fan of the first game it's still worth a look.
The voice acting in Before the Storm is well done, very much in tune with the quality of the first game. While the voice acting itself is delivered excellent, there is a reverb to much of it that makes it sound as if it was recorded in the bathroom or something. Presentation-wise, the game looks pretty much the same as it did in Life is Strange and while the Unreal Engine 3 was getting a bit old at this point, the visuals still look nice. The menus are easy to navigate, text is easy-to-read and the characters that do a good job conveying emotion at times.
Thursday, June 11, 2020
Xbox Live on the Original Xbox | Xbox Overview
Sony beat Microsoft to the punch by quite a bit, with the online service for the PlayStation 2 making its debut in Japan back in July 2001. North American users would receive online support for PS2 in August 2002, a good 3 months before Xbox users were playing online. There are some key differences between what the 2 companies were providing. The biggest difference that most will bring up immediately is the fact that Xbox Live was a paid subscription service while the Sony online broadband was free (as long as you had an existing internet connection). While Microsoft's online service was unified under Xbox Live and ran through official servers, the PlayStation 2 online offerings were completely left up to the third-party developers, meaning there was less consistency between online experiences. While the Xbox was built with an ethernet port from the beginning, those who owned the early fat PS2 models had to buy an adapter in order to hook up an internet cable. So while Sony's online was free, there were several aspects about Xbox Live that were ahead of the competition.
The online servers enjoyed almost a full 8 year life-span, which is longer than I think most people expected it to stick around. Many players hold fond memories of playing Xbox Live; An old friend of mine used to wax nostalgic about playing Ghost Recon and Splinter Cell online on his Xbox back in the day, telling stories that obviously left a lasting memory. Many people fondly recall playing Halo 2, which was likely the most popular game on the service. Personally, I had a PlayStation 2 back in this time so my memories of Xbox Live on the OG Xbox are very limited, though I do recall playing Capcom vs SNK 2 EO at a friend's place and being impressed by option to fight an opponent online. While these days everybody knows and expects Xbox Live to be a primary feature of any Xbox console, t's interesting to think back about the times when online gaming was fresh and exciting for many.
Over the course of its active years, Xbox Live also allowed you to download new content for some games and even digital-only titles that could be downloaded via the Xbox Live Arcade. Xbox Live on the original Xbox helped pave the way for easy access to online gaming from your console, a feature that had been mostly limited to computer users in the '90s, and this is one of several reasons why the Xbox was such an important release in the history of game consoles.
Related Links:
Xbox Live Arcade on the Xbox - Xbox Overview
XBLA Origins | Xbox Overview
Since Xbox Live Arcade was so prominent on the Xbox 360, it's easy to make the mistake of thinking that the service began on that system. Originally announced at the E3 2004 press conference, XBLA would launch in November that same year. The service launched with a limited number of titles, with a few being added as time went on. By the time the console was reaching the end of its life cycle, there were 27 (as far as I could find) titles released for the platform.
On the 360, XBLA offered free trial versions for any of the games listed on the marketplace. The original XBLA offered this feature as well, allowing an Xbox Live subscriber to play a 30-minute trial of any of the titles on offer. Full versions of the games could be purchased as a digital download and as far as I can tell they ranged in price from $10-20. While there were some solid titles being offered on the service, the prices were a bit much considering how simple some of them were.
As you can see from the list below, there was a decent variety of games on offer. There were several titles aimed at casual gamers, like PopCap's Bejeweled and Feeding Frenzy, but there were also some arcade classics for the older folks with titles like Ms. Pac-Man, Gauntlet, Smash TV and Robotron 2084. Many of these titles would make the transition over to XBLA on the Xbox 360, though there were also several that didn't, such as Atomaders, Fuzzee Fever and Hamsterball Gold. With the Xbox Live servers shut down, there's no way to play these unless you have a modded Xbox. It's interesting to look back at the list of games that helped kick off the Xbox Live Arcade service, which would become a huge part of what made the 360 so great.
Following is a list of all known titles released on the original XBLA with links to gameplay on YouTube (credit to uploader FEU3RSTURM). While much of the menu text is in German, you get to see these games in action without having to go through the trouble of modding an old Xbox. Here is a link to the menu where you would navigate your XBLA games.
Alien Sky
AstroPop
Atomaders
Bankshot Billiards
Bejeweled
Bookworm Deluxe
Dangerous Mines
Dino and Aliens
Feeding Frenzy
Fuzzee Fever
Gauntlet
Guardian
Hamsterball Gold
Hardwood Solitaire
Joust
Marble Blast
Ms. Pac-Man
Mutant Storm
Namco Vintage (Dig Dug, Galaga, Pole Position)
Orbz
Pipeline
Ricochet Lost Worlds
Robotron 2084
Smash TV
Super Collapse II
Think Tanks
Zuma Deluxe
Related Links:
Xbox Live on the Original Xbox - Xbox Overview
E3 2004 Complete Microsoft Press Conference - YouTube
Mark Plays Live Arcade on the Original Xbox - YouTube
Tuesday, June 9, 2020
Armikrog (Xbox One, 2016)
Developed by Pencil Test Studios
Published by Versus Evil
Released for Xbox One (8/23/2016)
Also on Linux/Mac/PC/PS4/WiiU
Armikrog was developed by Pencil Test Studios and released in August 2016, funded by a successful kickstarter campaign. Armikrog is the third entry in the Neverhood series, with the original game titled the Neverhood being released for PC back in October 1996. The Neverhood was ported to the PlayStation in April 1998, but was only released in Japan for that platform. The sequel, titled SkullMonkeys, was released exclusively for the PlayStation in January 1998, this time receiving a release in all territories. There was actually a third Japan-only release featuring the Neverhood characters released in November 1999, but it's an air-hockey game and was not developed by the original creators, therefore is rarely mentioned in the Neverhood franchise. Enough history, let's talk about the Xbox One release of Armikrog....
The Neverhood series remained dormant for quite some time, until September 2015 when Armikrog was released for the PC, Mac and Linux. The PlayStation 4, WiiU and Xbox One ports would arrive a bit later in August 2016. Armikrog is considered more of a spiritual successor than a sequel and was the result of a successful Kickstarter campaign, raising almost a million dollars in order to fund the venture.
Armikrog is a point and click adventure with graphics consisting entirely of clay-molded objects that utilize stop-motion animation.The game starts off with our main character, Tommynaut, crash landing his ship on a planet called Spiro 5. On this planet you'll explore a mysterious fortress, where you find a baby named P that you must protect along the journey. Tommynaut will be accompanied by his dog, Beak-Beak, who you can switch to and control at any point and you'll need to utilize him to access tunnels that are too large for Tommynaut to enter.
The gameplay in Armikrog is simple; you move a cursor around the screen and click to move or interact with whatever object you're highlighting. There are no inventory menus to mess with, since items you collect will automatically be used when you select the correct object. While the gameplay is basic, the game delivers a strange and interesting world and the portions of the game you spend exploring are one of the game's high points.
There are several different puzzles throughout the game and some of these are a bit challenging compared to the rest of the game. Particularly, there are several slider puzzles where you have to rearrange tiles between four slots that can be a major pain in the butt without looking up a solution. The game features an option where the cursor will snap to objects in the environment that you can interact with, which is incredibly handy during the exploration sections of the game but can be a real pain when you're trying to solve the puzzles. Due to this, it's recommended to turn this off when you enter into the puzzles, which can be easily toggled from the pause menu in-game.
Armikrog looks great in general, but there is a contrast between the video quality when comparing the cut-scenes to the gameplay screens. The cut-scenes have a noticeable decrease in resolution when compared to the gameplay sections. This stood out right from the beginning and is a bit disappointing, especially after reading the developers released a hi-res texture pack for the PC version that vastly improves the quality of these. Why not make this an Xbox One X enhanced title and release a patch for console users? The Xbox One port was never even mentioned on the Kickstarter page, so I suppose this port was more of an afterthought.
I was a bit shocked when I saw the almost million dollar budget that went into Armikrog, but when I saw the voice talents it helped make a little sense out where a good chunk of that coin went. Featuring the likes of Michael J. Nelson (Mystery Science Theater 3000) as main character Tommynaut, Rob Paulsen (Animaniacs, Teenage Mutant Ninja Turtles) as Beak-Beak and Jon Heder (Napoleon Dynamite) as the villain just to name a few, Armikrog features a rather impressive list of voice talent, especially considering that there's really not all that much dialogue in the game.
Armikrog is only going to appeal to a small portion of folks that enjoy point & click adventures, so if you're not into the genre this one isn't going to convert you. It's easy to recommend the game just for the excellent clay-animation and it's fun while it lasts, but beware that this game is incredibly short. There are also a few slider puzzles that were a bit annoying, but other than that it's a solid but short point & click. It's worth a play, but you might want to wait for a sale before snagging it up.
Related Links:
Buy Armikrog - Microsoft Store
Pencil Test Studios - Official Site
Versus Evil - Official Site
Armikrog - Kickstarter
Armikrog - Metacritic
Armikrog - GameFAQs
Armikrog - True Achievements
Armikrog Achievement Guide - Xbox Achievements
Monday, June 8, 2020
Away: Journey to the Unexpected (Xbox One, 2019)
Developed by Aurelien Regard Games
Published by Playdius
Released for Xbox One (2/8/2019)
Also on PC/PS4/Switch
French developers Aurelien Regard advertise Away: Journey to the Unexpected as a "feel-good FPS." Those coming into Away expecting shooting action will be disappointed, as that is only a small part of the gameplay. The feel-good part of the description is apt as the game exudes a goofy charm in its delivery. While there will be points in the game where you'll fire and shoot from a first-person perspective, the majority of the game will spent exploring and swinging melee weapons. There's also a roguelike aspect to the whole thing, allowing you to unlock extra perks for your character as you die, making the game easier in the long run.
Away deserves some praise for its presentation. The 2D sprites living in a 3D world blend together well thanks to the excellent art and texture work. The anime-themed music fits right along with the game's wackiness. Away has a look of its own and delivers on the feel-good vibe of the game on all accounts, with cutesy enemies and NPC's to encounter throughout your journey.
The gameplay in Away combines several genres, most notably it uses elements from both first-person shooters and roguelike games. There are randomly-generated dungeons and some exploration, but thanks to the ability to unlock perks with XP after each playthrough, Away is much easier than your traditional roguelike. The game starts off at home, where you find out that evil forces have been unleashed and your parents have gone missing, so now it's up to you to embark on a journey to find them and vanquish the evil from the land.
After leaving your house, you'll enter into one of four different areas that serve as a hub-world to access the dungeons, explore and meet new characters that you can eventually recruit. When you recruit a new character, you'll gain the ability to switch over to them on the fly and you can have up to 3 characters in your party at once. In order to recruit one of these characters, you'll first need to find a friendship cube. Once you've obtained one of these, you'll also have to select the appropriate dialogue response in order to convince them to join you. Make the wrong selection here and you'll have to attempt to recruit them again next playthrough. Once you've selected the proper responses and recruited the character, in subsequent playthroughs you won't have to worry about the dialog choices. Each character you recruit will add a star point to your total, which will grant you access to new rooms back at the main house. You'll also need a certain amount of star points in order to reach the end of the game, ensuring that you'll have to recruit all of the characters across several playthroughs in order to see the end.
While Away: Journey to the Unexpected features an excellent overall presentation, it falls a bit short in a few gameplay areas. The randomization aspect only applies to the dungeons, which only have a few variations and feel quite similar to one another so this hurts the roguelike aspect a bit. Though the environments are detailed and look nice, they are a bit boring to explore as they tend to feel a bit desolate. Another issue with the game involves the melee combat, particularly with the stick that the main character wields. The hit-detection is a bit off and you'll take a bunch of cheap hits until you get the hang of keeping your distance from the enemies while you swing. The characters with projectiles control fine and while the melee is manageable, it could have been much better.
The characters, art-style and overall cheerful vibe of the game still makes it worth a look for certain players. The campaign can be completed quick, but the game requires you to build up your stats which will require several attempts before you're strong enough to make it through. Depending on how quick you complete the story, Away will last you anywhere between 3-5 hours. There's a bit of replayability due to the fact you can only recruit 3 characters per playthrough, allowing you to mix up your crew. If you're looking for a first-person game that offers something a bit different, you may want to check out Away: Journey to the Unexpected and its cheerful vibes. I'd recommend waiting for a sale due to the short length, but despite its flaws there's some fun and originality in this one.
When I saw the trailer for Away: Journey to the Unexpected, I was immediately drawn to the game from the art-style alone. I knew there was something strangely familiar about it, but it wasn't until researching a bit for this review that I found out one of the developers was the co-founder of Arkedo, who developed some fine XBLIG/PSN games we've looked at on this site.
Final Verdict: Away: Journey to the Unexpected is a first-person roguelike with an anime-inspired feel-good vibe and colorful graphics. Away has a unique style and charm to it, though it's short in length and the melee combat is a bit clunky so I'd advise you to wait on a sale before checking it out.
Related Links:
Buy Away - Microsoft Store
Rogue-Like - Xbox Overview
Arkedo - Xbox Overview
Aurelien Regard - Blogspot
Playdius - Official Site
Away - Metacritic
Away - GameFAQs
Away - True Achievements
Away - Xbox Achievements
Mat Hoffman's Pro BMX 2 (Xbox, 2002)
Developed by Rainbow Studios
Published by Activision
Released for Xbox (8/12/2002)
Also on GBA/GC/PS2
Backwards Compatible on Xbox 360
Mat Hoffman's Pro BMX 2 was released for the Xbox in August 2002, developed by Rainbow Studios and published by Activision. The first game in the series was released on a number of platforms, but made its debut on the original PlayStation back in May 2001. The series was a spin-off of the highly- successful Tony Hawk's Pro Skater franchise, which was created by another development team but featuring similar gameplay. The disc of this game will work in your Xbox 360, which if you're like me, you'll appreciate the upgrade in controller. Let's have a look at Mat Hoffman's Pro BMX 2 and see if it's still worth a look almost 2 decades after its release.
The road trip mode is the equivalent of a story mode in Mat Hoffman's Pro BMX 2, featuring 8 levels spread out across the USA. Starting out in Oklahoma City, you'll pass through Chicago, Boston, Las Vegas, Los Angeles and Hawaii just to name a few. Each location will feature a number of objectives that you'll have to complete in order to move on to the next location. The objectives are usually the type of stuff you'd expect from this type of game: do a certain trick at a certain spot, collect X number of objects, score a certain amount of points within a time limit; you get the idea. Road trip mode is decent but uninspired and should last you quite a while, so long as you can get a feel for the controls.
Thursday, June 4, 2020
Three Fourths Home: Extended Edition (Xbox One, 2015)
Developed by [bracket]games
Published by Digerati Distribution
Released for Xbox One (11/27/2015)
Also on Linux/Mac/PC/PS4/Switch/Vita
Originally released for PC & Mac in August 2014, Three Fourths Home was developed by [bracket]games. In late 2015, the game would a receive a release with added content called the Extended Edition for PlayStation 4, Vita and Xbox One. Three Fourths Home is a visual novel where you'll have to make dialogue choices to progress the story. Since the story is really all there is to Three Fourths Home, I found it near impossible to write this review without some degree of spoilers in it. I won't ruin everything, but just wanted to give a heads up if you don't wish to know, as I'll delve into the ending of the main story briefly in this review.
Three Fourths Home features a very minimal graphical presentation, with everything colored in black, white and grey. The objects are simple but discernible and the visual display only takes up a small portion of the top part of the screen with the bottom section reserved for text. The main story has you playing as a young woman named Kelly, who is driving home in a rainstorm while speaking to her mother on the phone. You'll have to hold the right trigger to drive and releasing it will stop the car and conversation, so it's a way of pausing the game. You can also press the Y button to toggle the radio if everything is too quiet for you.
Kelly's conversation revolves around how long she's been away from home, had a recent fallout with her partner (lover or friend is never really specified) and various problems at home with the family. The story is only presented in text and while it is well written, spoken dialogue would have helped the game feel a bit more engaging. Three Fourths Home will consist of talking with various family members over the phone while driving and occasionally selecting from a few dialogue choices, with the scenery changing up occasionally as you cruise. The ending of the story leads you to believe tragedy has struck at home, as there have been storm sirens going off warning of tornado activity while you were on the phone.
There's a bit of stuff to do post-main game, giving Three Fourths Home a little replay value. The main story will take around an hour to complete and afterwards you'll unlock the epilogue. In the epilogue you're in a snowstorm, waiting at a bus stop, with the choice to either call mom or just wait for the bus. If you call mom, you get to go through a lengthy conversation with dialogue choices. This conversation is a bit more harsh than the one in the main story and Kelly really spills her guts to her mother here. You can walk to the right while having the conversation, but you're not required to keep moving like in the main story. After you've completed the epilogue and main story, there are a few extras you can view. Kelly's brother, Ben, who reads you one of his stories in the main game, has some additional stories that you can read through. You can also view Kelly's photo project, which was a college assignment that is mentioned in the epilogue. Last but not least, you can also listen to the radio which will play the game's soundtrack.
Three Fourths Home: Extended Edition isn't a bad game, but it will certainly not appeal to everyone. There's not much gameplay to speak of, other than holding the right trigger while reading and selecting dialogue decisions. The visual presentation is very minimal and there are no recorded voices, so you'll have to do quite a bit of reading, though the entire game with the main story and epilogue shouldn't take any longer than 2 hours. Due to the shortness of the game, I'd recommend picking it up sale if you're interested, as the game is a bit light on content for the $9.99 asking price. Overall, Three Fourths Home isn't bad for what it is, just be aware there's not much for graphics and gameplay, but the game does come through in the story department. If you can relate to feeling distant from those closest to you, this one might hit close to home.
Final Verdict: Three Fourths Home is a visual novel with a minimalist graphical style where you drive home while having a phone conversation with several family members. If you like these types of games, this one's not bad but it is a bit short so I'd advise grabbing it on a sale.
Purchase Links:
Buy Three Fourths Home - Microsoft Store
Related Links:
Digerati Distribution - Official Site
Three Fourths Home - Metacritic
Three Fourths Home - GameFAQs
Three Fourths Home - True Achievements
Three Fourths Home Achievement Guide - Xbox Achievements
Wednesday, May 27, 2020
Storm Boy (Xbox One, 2018)
Developed by Blowfish Studios
Published by Blowfish Studios/New Holland Publishers
Released for Xbox One (11/20/2018)
Also on Android/iOS/Mac/PC/Switch/PS4
Storm Boy is based upon a children's book from 1964, which was written by Colin Thiele and shares the same title as the game. The book has also been adapted into 2 live-action films, first in 1976 and again in 2019. The Storm Boy game was released in November 2018 for a wide variety of platforms and, as expected, we'll be looking at the Xbox One release for this review.
Storm Boy has you playing as a young boy, who discovers 3 baby pelicans in a nest while walking along the beach. After seeing that the birds have no mother, he helps raise them and eventually sets them free into the wild. Later on one of the pelicans returns to visit the young boy and from there he develops a close friendship with the bird. The Storm Boy game is about adventures that the young boy and his bird friend had over the years. There's no voice acting here and the story is delivered in text, mostly as you walk along the beach to your next destination. While the game is short and can easily completed in under an hour, the story is well-written and you get a good feel for the friendship between our two characters.
Gameplay consists of walking along the beach until you discover a thought bubble, at which point you'll enter into a sort of mini-game. There are 9 different mini-games to discover, with a decent amount of variety among them. A majority of the mini-games don't really have a definitive end, they just sort of let you mess around until you're ready to move on to the next thing. For example, one of them has you flying around as a pelican from a side perspective, allowing you to go left, right or turn around. The screen scrolls on endlessly until you decide to hit the B button to back out. Another mini-game has you drawing in the sand with a stick. While there's certainly not much of a challenge factor to the mini-games in Storm Boy, the laid-back and relaxing style of gameplay make this a good one for those just looking to unwind. Upon completing the game, a new option at the main menu opens up, allowing you to access any of the mini-games or chapters on the fly.
Storm Boy is a nice-looking game, featuring bright and colorful environments to explore, though the frame-rate tends to be a bit erratic at times. Most noticeable is the opening segment, which has our character walking along a beach and the frame-rate really struggles to even maintain a smooth 30 FPS, even when played on an Xbox One X. While I stated the game looks nice, and it does, the graphical style is quite simple and should not be this taxing on the console that it couldn't run this game without a hitch if it was properly optimized. The next sequence, which has you walking along the beach during a sunset, runs much smoother and hits closer to 60 FPS, so the frame-rate is all over the place. These frame-rate issues don't break the game, but it is definitely noticeable and worth mentioning.
Outside of the slight issues with the frame-rate, Storm Boy was an enjoyable time. For a game of such a short length, there's a surprising amount of heart in the story. There's not much of a challenge here, so those looking for something a bit more relaxed should like this one. Those who have read the book or seen the movie will also want to have a look at Storm Boy.
Final Verdict: Storm Boy tells the story of a young boy and his pelican friend's time together. It's extremely short, consisting of a series of mini-games to play. If you're looking for something a bit more laid-back or a fan of the source material, give this one a shot.
Related Links:
Buy Storm Boy - Microsoft Store
Blowfish Studios - Official Site
Storm Boy (Novel) - Wikipedia
Storm Boy (Full Movie) - YouTube
Storm Boy - Metacritic
Storm Boy - GameFAQs
Storm Boy - True Achievements
Storm Boy Achievement Guide - Xbox Achievements
Wednesday, May 6, 2020
Bonk: Brink of Extinction (XBLA, Cancelled)
Developed by Pi Studios
Published by Hudson
Announced for PS3/360/Wii
Bonk: Brink of Extinction was developed by Pi Studios and was aiming for a 2010 release on XBLA, PSN and WiiWare as a digital-download. It was going to retail for $10, or 800 Microsoft Points. This would have been the first Bonk title in quite some time, not counting the mobile game or re-releases of the old games on the Wii's Virtual Console. This was going to be a 2D Bonk that uses 3D-rendered graphics. It's not the most attractive looking game and much of the charm and tight controls of the old games are lost in the transition. Some of the background design and the colors looked decent, but the character models themselves were just strange looking. The developers had to create something that could run on the Wii, so that definitely held back the graphical presentation a bit. It's still recognizable as Bonk I suppose, but it would have been so much better to just go with 2D sprites.
Bonk: Brink of Extinction was going to feature a story mode with both local and online coop play. Gameplay looks to remain true to the old games, where you navigate 2D platforms while headbutting, climbing, swimming and biting your way to the end. Eating certain items will transform Bonk into several different forms, acting as a temporary power-up. There are hidden entrances on many levels that will lead to mini-games. From what I've seen of the gameplay, it looked like a rather standard 2D platformer. 3 DLC packs were also planned, 2 of which appeared to be competitive modes and another to be an additional story.
Bonk: Brink of Extinction was actually completed and there were a few contributing factors as to why it stayed unreleased. In January 2011, Konami bought Hudson and began setting projects aside to save money. The US branch of Hudson, Hudson Entertainment, closed down in February 2011 and the following month it was announced that Bonk: Brink of Extinction was cancelled. Developer Pi Studios also closed down around this time. It didn't help matters that the Tōhoku earthquake and tsunami hit in March 2011. Bonk: Brink of Extinction features a natural disaster in the game so this basically ensured that Bonk would stay cancelled.
Related Links:
Bonk: Brink of Extinction - Unseen64
Bonk: Brink of Extinction Feature - Nintendo Life
Bonk: Brink of Extinction Unreleased Soundtrack - Disaster Peace
Hard4Games Playing Bonk: Brink of Extinction - YouTube
Bonk: Brink of Extinction - Wikipedia
Tuesday, May 5, 2020
Contra Online (Xbox, Cancelled)
Pitched by Konami of America
Also Proposed for PC/PS2
Not much is known about Contra Online, making it one of the more mysterious entries in the franchise, probably because it didn't make it far in development. Exact dates for when the game was proposed and cancelled are unknown, but obviously it's sometime in the early 2000's with this being an Xbox/PS2 game. Contra Online was pitched by Konami of America, which is a bit foreboding when looking back at how the previous non-Japan developed entries in the franchise turned out, which to put it nicely was not up to the series standards.
An online Contra game sounds ambitious and the game was planned to support 4 player coop. Players would be split into teams of 2 and would fight separate missions before meeting up to face the boss. An online versus mode was also planned, which would take place in a virtual reality type of environment, which seems to be the only screenshot that exists for this game. In the end, Konami had internal disagreements between the Japanese and American divisions regarding the game, which ultimately led to its cancellation. Since it looks like Contra Online was going to take place from a third-person perspective rather than staying true to its 2D roots, it may very well be for the best that this game didn't release.
Related Links:
Contra Online - Unseen64
Bleeding Edge (Xbox One, 2020)
Developed by Ninja Theory
Published by Microsoft
Released for Xbox One (3/24/2020)
Also on PC
Bleeding Edge was released in late March 2020, brought to us by Ninja Theory and is a class-based, team-centric online-multiplayer 4v4 brawler. I enjoyed the previous games from these developers, though I was bit skeptical coming into Bleeding Edge since multiplayer was never really something Ninja Theory had dipped into before. With Ninja Theory being purchased by Microsoft in June 2018, Bleeding Edge was featured on Game Pass from day one, making it easy to check it out if you're on the fence about it like I was, so let's take a look at the game and see if it's worth the download...
Bleeding Edge features a colorful art-style and characters with over-exaggerated traits that look a bit cartoony, similar to the styles of Team Fortress 2 or Overwatch. The levels themselves look nice and the game makes great use of bright colors. The music fits the theme well, though I can't say I found any of it particularly memorable. The sound design is about what you'd expect, with lots of appropriate hi impact sound effects and quips from the colorful roster. Menus are clean and easy to navigate, so overall Bleeding Edge does a nice job in the visual and sound presentation. Despite the fact that the word bleeding is in the title, those expecting buckets of blood will be disappointed that there really isn't much to speak of here and the depiction of violence is not graphical in nature.
There were a total of 12 characters to choose from as of April 2020. The fighters are broken up into classes, with 5 damage characters, 3 supports and 4 tanks. Each character have unique move sets, with a normal attack, 3 special attacks and 1 super move. The special attacks have a recharge after each use, so you can't just sit there and spam the best moves. The super moves can only be used every so often, featuring a longer recharge than the special attacks but inflicting more damage. Upon selecting a character, each has 2 different super moves to select from. Each fighter can be customized under the workshop, which can be accessed from the main menu. From here you can change up mods, boards, emotes and skins in addition to reading that fighter's bio. Mods will give little boosts to certain skills or stats and up to 3 of these can be applied at once, allowing you to customize to your playstyle a bit. Additional mods can be purchased or they will be slowly unlocked as you just keep playing. Boards, emotes and skins allow you to select between a couple variants in each category. Other than starting out with a handful of boards, you'll have to purchase all of these. Currency unlocks very slow, so only those in it for the long haul will get to see many of these. Overall it's an interesting character roster offering a good amount of options and a reasonable amount of customization. When I first started playing Bleeding Edge, there were only 3 tank characters available. By the time I was wrapping up my play for this review, an additional fourth tank character was released, so this looks to be a good indicator that the developers will continue to support this game as time goes on.
The classes are very important in Bleeding Edge and having the right composition of classes can make the difference between winning and losing. The most important thing is to make sure that there is at least 1 support class on the team and if there's not, do the team a favor and switch over to one since the game allows you to switch classes on the fly, so long as you're in the starting spawn point. The support class is without a doubt the most important class since they can specialize in keeping the team members alive. Tank and damage class players are focused primarily on killing the enemy, giving the game a decent variety of roles for players to take. Upon death you'll be sent back to the base spawn and will have to wait a few seconds before popping back in.
While the gameplay in Bleeding Edge will seem hectic for the first few rounds, once you get the hang of how all of the characters play it's manageable. Staying together as a team is key, as you'll quickly learn that trying to take on anything by yourself will almost always end in death. Matches with teams that stick together vs uncoordinated teams will end up very lopsided. If you get into a match and see all of your teammates running off doing their own thing, prepare to lose. The game gives you a message if you quit out of a match early, stating that you will be penalized by being put into a queue with other quitters, making it harder to find a match. I don't know how this works, but I didn't want to test it so I stuck out out all of the terrible matches. Finding a match was never too bad, usually finding a game in under 2 minutes but I'd imagine that if you frequently rage quit that this time could be much longer.
Bleeding Edge is an online-only game, featuring multiplayer battles of 4v4 going at it in 2 different events. It's recommended to play through the brief tutorial when you first load the game up and there is also a practice mode that lets you mess around with the characters. In order to enter into a game, you select fight from the menu and then play the waiting game while a search is conducted. This usually took no longer than a minute or two before you're loaded into a game. Unfortunately, there's no way to select which type of game mode you'd like to search for, so you've got to take what you get.
The first game mode is objective control, where players fight to capture three capture points. These points only appear for a limited time and it randomizes it up so different points will be active throughout a round. The team that holds the capture points the longest wins. The other game mode is called power collection, where the first part of the round spawns a bunch of canisters scattered around the map. Once you bust these canisters open they'll drop a power cell. Once all of the power cells have been collected or the timer runs out, a point (or sometimes multiple points) will open up on the map where you can deposit your power cells. The first team to reach 50 wins the match. Eliminating an enemy player also gives points and if you take out somebody before they drop off their power cells, they'll drop them upon death. It takes a few seconds to deposit the power cells, meaning you can interrupt a player doing this with an attack. Power collection can be extremely frustrating when you die and lose a bunch of power cells, but it can also be quite gratifying to kill an enemy and steal all of their cells. Both modes will vary in enjoy-ability, depending on how competently you function as a team. A king of the hill or capture the flag style of game mode would work well with this style of gameplay and hopefully there are some new game modes added in the future.
Bleeding Edge is off to a decent start in several aspects, but there's certainly lots of room for improvement. There needs to be some additional game modes as only having 2 gets repetitive in a hurry. Also, after playing a round you have a summary screen that lists stats and can view highlight plays, but the timer is so short on this screen you'll hardly have a chance to look at it. After the summary screen times out, you're kicked back to the main menu. Why is there no option to stick with the players you have and keep playing? Having the game load into another round after playing would surely tempt more players to stick around for another match.
An option to play with bots would have been nice, both to help new players get more comfortable with the game and to have something to play once the inevitable server shutdown happens in the future. Another minor nitpick is that you can't view the scorecard during the match, only once the round has finished. All of my other issues were already mentioned: takes too long to unlock stuff, a bad team means a bad time and there need to be more game modes/maps. In the end, Bleeding Edge features some nice graphics, some cool character design and can be a good time if you get placed on a team that sticks together. However, your fun is directly correlated to your team, so if you have a bad team it can get rough.
Note: This review was submitted on April 30, 2020 and therefore is reflective of how the game was at that point in time. There will no doubt be new features, characters and tweaks added to this title over the coming months/years, but this review should at least provide a general idea of whether you should check this one out and perhaps I'll write a follow-up review if the game sees massive changes.
Final Verdict: Bleeding Edge is a team-focused, class-based 4v4 online brawler. While still early in its life, the game shows some promise and can be fun if you get placed with team-minded players. Worth checking out on Game Pass if you're into brawlers/hack 'n slash gameplay.
Purchase Links:
Buy Bleeding Edge - Microsoft Store
Buy Bleeding Edge - eBay
Game Pass - Microsoft Store
Related Links:
Bleeding Edge - Official Site
Ninja Theory - Official Site
Xbox Game Studios - Official Site
Bleeding Edge - Metacritic
Bleeding Edge - GameFAQs
Bleeding Edge - True Achievements
Bleeding Edge - Xbox Achievements
Saturday, May 2, 2020
Forgotton Anne (Xbox One, 2018)
Developed by Throughline Games
Published by Square Enix
Released for Xbox One (5/15/2018)
Also on iOS/Mac/PC/PS4/Switch
Forgotton Anne (no that's not misspell, it's the actual title) is the first release from Denmark-based developer Throughline Games. The best way to describe Forgotton Anne would be, in the words of the developers, a cinematic adventure with light puzzle platforming and meaningful storytelling.
The game first released for Xbox One, PlayStation 4 and PC in May 2018. June 2018 would see a release for the Mac and then the Switch in November of the same year. The final port (as of April 2020) was for iOS devices in June 2019. Throughline Games did a good job getting the game out to multiple platforms, so without further ado let's look at what it is and if it's one you should play...
Forgotton Anne takes place in the mysterious Forgotten Lands, where Forgotlings dwell. Forgotlings are everyday objects that were tossed aside and forgotten by their owners, longing to be remembered by them. These objects are all alive and each have their own personality. Early on in the game, while having a conversation with a blanket I was reminded of The Brave Little Toaster, an old Disney movie I saw as a kid with a similar premise of objects taking on a life of their own. Speaking and interacting with objects might sound silly at first, but you'll quickly warm up to it as more characters are introduced, some of them being quite memorable.
The game places you in the shoes of Anne, an enforcer in this magic land that helps keep order among the Forgotlings. Anne reports to Master Bonku, who is building an Ether Bridge which he claims will send them back to the human world. Master Bonku informs you that there's been a problem with rebels who are interfering with his plans to activate the Ether Bridge. As Anne sets off to thwart the rebellion, she'll learn many truths and discover quite a bit about herself in the process. There's some excellent storytelling going on here and the voice actors did a great job delivering the dialogue. You'll have to sit and watch cutscenes often, so if that type of thing bothers you this is probably not the game for you. It's never overbearing with its cutscenes and none of them felt like they ran too long. I'll refrain from dropping spoilers since the story is definitely one of the game's strongest points, but I'll tell you it's well-delivered and there's a nice payoff at the end. There are also 2 possible endings to help add a bit of replayability. Upon completing the game, there's an epilogue and also an area you can explore and use to access certain chapters through the story to replay them.
The platforming aspect of Forgotton Anne reminded me a lot of the old cinematic platformer classics like Another World and Flashback, with a similar method of climbing up platforms and a familiar run/jump mechanic to cover gaps. The platforming is a tad stiff but you'll warm up to it and the game never presents anything to difficult in that regard. There are light puzzles, which typically involve Anne transferring power to and from objects using a device on her wrist. There are also lots of levers and switches to pull along the way, but none of the puzzles are too perplexing so you likely won't find yourself getting stuck at any point. There's quite a bit of exploring and talking to Forgotlings to be done, with the game doing a good job of balancing between the platforming/puzzling/exploring/conversing so it never feels like you do any of these more than the other. The gameplay loop is simple, but the story is compelling enough on its own to keep you moving forward.
Featuring an orchestral score, hand-animated visuals, excellent voice acting and an interesting story, Forgotton Anne delivers on a lot of fronts. The visuals are striking, with hand-drawn sprites featuring an impressive amount of animation along with some detailed backdrops. This is one of the better-looking games I've seen running on the Unity engine and it really looks like you're playing a cartoon at times. Forgotton Anne will last you around 8-10 hours and while these aren't the types of games you typically come back to, this one's worth that one playthrough if you like a good story with some light puzzle & platforming mixed in there. There's a lot of polish and effort that went into this one and it really shines through in all departments. While the premise will likely be too silly for many, those who dig in and give it a shot will be pleasantly rewarded.
Final Verdict: Forgotton Anne is a cinematic adventure with puzzle and platforming elements, featuring hand-drawn art and an excellent story, this one is easy to recommend.
Related Links:
Buy Forgotton Anne - Microsoft Store
Throughline Games - Official Site
Square Enix - Official Site
Fogotton Anne - Metacritic
Fogotton Anne - GameFAQs
Fogotton Anne - True Achievements
Fogotton Anne - Xbox Achievements
Tacoma (Xbox One, 2017)
Developed/Published by The Fullbright Company
Released for Xbox One (8/2/2017)
Also on Linux/Mac/PC/PS4
Tacoma is a sci-fi walking simulator that was initially released in August 2017 for PC, Mac, Linux and Xbox One platforms and in May 2018 received a port to the PlayStation 4. Developed and published by the Fullbright Company, the same studio that brought us Gone Home, Tacoma is similar to that title in gameplay but provides an entirely different environment to explore. We've looked at quite a few of these walking sims on the site, so let's see how Tacoma fares in this popular genre...
Tacoma has you exploring the high-tech space station named Tacoma in the somewhat distant future of 2088. You take control of a subcontractor named Amy Ferrier who has been sent to this space station to find out what happened to the crew members and retrieve the computer AI. As you explore the abandoned station, you'll learn about the crew that was on board via 3D recordings and hacking their devices to read their personal messages.
The story is revealed primarily through text, but the voice acting that's here is all very well delivered. The 3D recordings are presented via AR reconstruction, allowing you to rewind, pause and fast-forward (similar to the Batman Arkham games). The gameplay feels a bit like Gone Home in space, with the story being revealed to the player in a similar fashion, though it's hard to deny that Tacoma contains a much more interesting setting to explore. The overall narrative of the game feels much less personal than Gone Home, but like that title it explores the human reaction to adversity in several ways, particularly when faced with death..
The space station feels appropriately futuristic, containing lots of little details that make it feel as if it was inhabited and a healthy amount of objects within the environment you can interact with. Tacoma is a nice-looking game and the options allow you to switch over to 4K visuals at the expense of a lower framerate. Without the 4K enabled the game runs quite smooth, with only small stutters here and there which I assume is when the game loads new areas up. If you're into walking simulators I'd easily say this one's worth a look, especially if you dig the sci-fi setting. While the story might not be as impactful as Gone Home, Tacoma features an interesting environment to explore and finding out about the death of the space station's crew is a trip worth taking. Tacoma is a bit on the short side and will only last anywhere from 2-5 hours, so I'd recommend picking it up on sale or checking it out via Game Pass if it's still on there (it was as of April 2020).
Final Verdict: Tacoma is a sci-fi walking sim that has you exploring a space station in the future, attempting to find out how the crew died and retrieve the ship's computer AI. While a bit on the short side, this one's worth a play if you like these walking sims.
Purchase Links:
Buy Tacoma - Microsoft Store
Related Links:
Walking Simulators - Xbox Overview
Gone Home - Xbox Overview
Fullbright - Official Site
Tacoma - Metacritic
Tacoma - GameFAQs
Tacoma - True Achievements
Tacoma Achievement Guide - Xbox Achievements
Friday, May 1, 2020
Deep Ones (Xbox One, 2018)
Developed by BURP! Games
Published by Sometimes You
Released for Xbox One (4/11/2018)
Also on PC/PS4/Switch/Vita
Deep Ones was developed by BURP! Games, a developer that's hard to find much info on. From the little bit I could gather, I believe they are from Ukraine but everything else is a mystery. It really makes you curious what the process is for Sometimes You and where they dig up some of these obscure indie games to publish. Deep Ones was released for 5 platforms in April 2018, including PC, PlayStation 4, Switch, Vita and the Xbox One.
Deep Ones starts off showing your character, floating along in his submarine when it is suddenly destroyed by a giant octopus creature, leaving you to navigate the bottom of the ocean on foot. You'll pick up a harpoon quickly, which you'll need to defend yourself against the various dangers that await. The graphics in Deep Ones are composed of simple pixel-art that looks to pay homage to the ZX Spectrum and its limited color palette. Your character moves slow, but I suppose that's appropriate considering he's walking on the ocean floor.
There are over 20 levels you'll have to traverse and in the early levels you'll see enemies like turtles, blowfish and crabs, but later in the game it gets a bit crazier when the pirates show up. The pirates come in several varieties with some that fire rifles at you, some that attack with swords and big guys that attack when you get close. Every now and then, the game changes things up a bit to keep it interesting. One stage has you riding on the back of a giant seahorse escaping from a giant shark in pursuit while another a few later stages take away your harpoon and arm you with a sword. The stage design is extremely simplistic and a bit on the easy side, but the developer did a good job at least changing it up and keeping it from getting too monotonous. The campaign will last you around 3-4 hours and there are a few boss fights thrown in there for good measure.
It's easy to take one look at Deep Ones, notice publisher Sometimes You and just label it as more easy gamerscore garbage that the company has been known to pump out, but I was pleasantly surprised to find a fun little game here, well worth the $5 asking price. If you don't mind a 2D action-platformer with a slower, more methodical pace, give Deep Ones a look. While the graphic design is definitely an acquired taste, the gameplay is very basic and it's a bit easy, there's a lot of cool ideas and level variation that make this one worth a play.
Final Verdict: Deep Ones is a simple 2D action-platformer with a minimalist pixel-style where you play in scuba gear, slowly walking along with ground underwater. It's decent, but drags on a bit longer than it needs to.
Related Links:
Buy Deep Ones - Microsoft Store
Sometimes You - Official Site
Deep Ones - Metacritic
Deep Ones - GameFAQs
Deep Ones - True Achievements
Deep Ones Achievement Guide - Xbox Achievements
Sudocats (Xbox One, 2023)
Sudocats Developed by Devcats Games Published by Silesia Games Released for Xbox One|Series (5/9/2023) Also on Linux/Mac/PC/PS4/PS5/Switch I...

















































